Author Archives: Kars

Week 314

This week’s big pro­ject was fin­ish­ing a second ver­sion of the KOKORO pro­to­type. Alper and I spent a couple of days writ­ing javas­cript, html and sass, as well as good old copy. By Friday we had man­aged to com­plete most of the items in our back­log, and were quite sat­is­fied with the res­ult. Next up […]

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Week 313

The big one this week as in the weeks before was Free Birds. After a suit­able amount of UI wrangling, bug hunt­ing (and squash­ing) we delivered the first pub­lic beta on sched­ule at the end of the week. It is now play­able in Airborne Museum. I am super proud of what the team has achieved, […]

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Week 312

The big focus this week was once again Free Birds, our iBeacon-enabled museum game app for fam­il­ies, about free­dom. Alper con­tin­ued devel­op­ment, Tim worked on art and UI, and I did a lot of build­ing and test­ing, and production-type stuff. On TEDASUKE, I got everything ready for brief­ing Simon on Friday, who will help us […]

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Week 311

The big thing this week was the start of a new sprint on Free Birds. Niels and Tim joined us again for copy and art respect­ively, while Alper donned his developer hat, and I switched between my pro­du­cer, agile coach, and designer roles. There’s a lot to do, as usual, but we’ve made good progress. […]

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Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems

No Man’s Sky is so big, the developers built space probes to explore it for them.” That’s from a Polygon report on what is prob­ably the most hyped video­game of the moment. The main thing that seems to fas­cin­ate people about No Man’s Sky is its extens­ive use of pro­ced­ural con­tent gen­er­a­tion (PCG). Put simply, […]

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Week 309–310

It’s been a while since we fell off the week­notes horse, but here we are. So let’s get down to it. In week 309 we reviewed Q2’s OKRs, and dis­cussed our plans for the future. Let me tell you, it isn’t easy being a boutique play­ful design agency. But we’re sol­dier­ing on. The big pro­ject still on […]

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Week 308

Lots of work on KOKORO this week. We fin­ished the first pro­to­type and play­tested it with a bunch of teen­agers. Received plenty of help­ful feed­back. We need to do a proper eval­u­ation but my first impres­sion is that our decision to struc­ture the product around a con­ver­sa­tional UI has been val­id­ated. For the remain­ing projects […]

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Week 306

At the start of this week, we looked back on the playtest of pro­ject SHACHI’s second beta ver­sion. I went over to the cli­ent to dis­cuss the out­comes, and the whole team col­lab­or­ated on a plan for the next sprint. Meanwhile Alper took a moment to update the pro­ject fin­an­cials. More plan­ning happened on KOKORO. […]

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Week 304

Yes, we work hard. But we man­age to enjoy ourselves as well, as you can tell from the nice photo above taken by Tim dur­ing a rare occa­sion: All of pro­ject SHACHI’s team phys­ic­ally cop­resent in our Utrecht stu­dio. Alper was in NL to run pro­ject KOKORO’s first work­shop together with me. We spent a […]

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Designing Playful Museum Exhibitions

In February of this year I went over to Reinwardt Academy to work with exhib­i­tion dir­ec­tion stu­dents. I was invited by Mario Jellema to share my per­spect­ive on the role of play and play­ful­ness in museums. I enjoy talk­ing to stu­dents, but I like work­ing hands-on with them even more. So we turned the session […]

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